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In the Microsoft DX SDK, theres a ShadowVolume example and on line 1057 theres a function called 'ComputeMeshScaling'. This is used to create a matrix, which is then used to shrink the objects down during rendering.
If you make the scaling 1x then the shadow is rendered all over the place.
Ive put the shadow volume shader in my engine, the shadows work fine but only when my 3d models are tiny. If i make them 1x scale, then the shadows are all messed up.
Any way to make the shadows work with mesh objects that are not tiny?

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I can't really help you too much, but my shadow volume implementation was extremely similar to the DX sample one. If it's any help, I didn't have that problem at all, but then again, I completely rewrote the shaders.

If you need help rewriting them, or want to post a few screenshots and some code, I'd be glad to help.